pub trait IIKSolverVR_LocomotionMethods: IIKSolverVR_Locomotion {
Show 15 methods
// Provided methods
fn get_center_of_mass(self) -> Vector3 { ... }
fn set_center_of_mass(self, value: impl Into<Vector3>) { ... }
fn initiate(
self,
positions: impl Into<Array<Vector3>>,
rotations: impl Into<Array<Quaternion>>,
has_toes: impl Into<bool>,
scale: impl Into<f32>,
) { ... }
fn reset(
self,
positions: impl Into<Array<Vector3>>,
rotations: impl Into<Array<Quaternion>>,
) { ... }
fn relax(self) { ... }
fn add_delta_rotation(
self,
delta: impl Into<Quaternion>,
pivot: impl Into<Vector3>,
) { ... }
fn add_delta_position(self, delta: impl Into<Vector3>) { ... }
fn solve(
self,
root_bone: impl Into<IKSolverVR_VirtualBone>,
spine: impl Into<IKSolverVR_Spine>,
left_leg: impl Into<IKSolverVR_Leg>,
right_leg: impl Into<IKSolverVR_Leg>,
left_arm: impl Into<IKSolverVR_Arm>,
right_arm: impl Into<IKSolverVR_Arm>,
support_leg_index: impl Into<i32>,
scale: impl Into<f32>,
) -> (Vector3, Vector3, Quaternion, Quaternion, f32, f32, f32, f32) { ... }
fn get_left_footstep_position(self) -> Vector3 { ... }
fn get_right_footstep_position(self) -> Vector3 { ... }
fn get_left_footstep_rotation(self) -> Quaternion { ... }
fn get_right_footstep_rotation(self) -> Quaternion { ... }
fn step_blocked(
self,
from_position: impl Into<Vector3>,
to_position: impl Into<Vector3>,
root_position: impl Into<Vector3>,
) -> bool { ... }
fn can_step(self) -> bool { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_center_of_mass(self) -> Vector3
fn get_center_of_mass(self) -> Vector3
get_centerOfMass() overload
Sourcefn set_center_of_mass(self, value: impl Into<Vector3>)
fn set_center_of_mass(self, value: impl Into<Vector3>)
set_centerOfMass(crate::unity_engine::vector3::Vector3) overload
Sourcefn initiate(
self,
positions: impl Into<Array<Vector3>>,
rotations: impl Into<Array<Quaternion>>,
has_toes: impl Into<bool>,
scale: impl Into<f32>,
)
fn initiate( self, positions: impl Into<Array<Vector3>>, rotations: impl Into<Array<Quaternion>>, has_toes: impl Into<bool>, scale: impl Into<f32>, )
Initiate(::unity::Array<crate::unity_engine::vector3::Vector3>, ::unity::Array<crate::unity_engine::quaternion::Quaternion>, bool, f32) overload
Sourcefn reset(
self,
positions: impl Into<Array<Vector3>>,
rotations: impl Into<Array<Quaternion>>,
)
fn reset( self, positions: impl Into<Array<Vector3>>, rotations: impl Into<Array<Quaternion>>, )
Reset(::unity::Array<crate::unity_engine::vector3::Vector3>, ::unity::Array<crate::unity_engine::quaternion::Quaternion>) overload
Sourcefn add_delta_rotation(
self,
delta: impl Into<Quaternion>,
pivot: impl Into<Vector3>,
)
fn add_delta_rotation( self, delta: impl Into<Quaternion>, pivot: impl Into<Vector3>, )
AddDeltaRotation(crate::unity_engine::quaternion::Quaternion, crate::unity_engine::vector3::Vector3) overload
Sourcefn add_delta_position(self, delta: impl Into<Vector3>)
fn add_delta_position(self, delta: impl Into<Vector3>)
AddDeltaPosition(crate::unity_engine::vector3::Vector3) overload
Sourcefn solve(
self,
root_bone: impl Into<IKSolverVR_VirtualBone>,
spine: impl Into<IKSolverVR_Spine>,
left_leg: impl Into<IKSolverVR_Leg>,
right_leg: impl Into<IKSolverVR_Leg>,
left_arm: impl Into<IKSolverVR_Arm>,
right_arm: impl Into<IKSolverVR_Arm>,
support_leg_index: impl Into<i32>,
scale: impl Into<f32>,
) -> (Vector3, Vector3, Quaternion, Quaternion, f32, f32, f32, f32)
fn solve( self, root_bone: impl Into<IKSolverVR_VirtualBone>, spine: impl Into<IKSolverVR_Spine>, left_leg: impl Into<IKSolverVR_Leg>, right_leg: impl Into<IKSolverVR_Leg>, left_arm: impl Into<IKSolverVR_Arm>, right_arm: impl Into<IKSolverVR_Arm>, support_leg_index: impl Into<i32>, scale: impl Into<f32>, ) -> (Vector3, Vector3, Quaternion, Quaternion, f32, f32, f32, f32)
Solve(crate::root_motion::final_ik::iksolvervr::IKSolverVR_VirtualBone, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Spine, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Leg, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm, crate::root_motion::final_ik::iksolvervr::IKSolverVR_Arm, i32, *mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::quaternion::Quaternion, *mutcrate::unity_engine::quaternion::Quaternion, *mutf32, *mutf32, *mutf32, *mutf32, f32) overload
Sourcefn get_left_footstep_position(self) -> Vector3
fn get_left_footstep_position(self) -> Vector3
get_leftFootstepPosition() overload
Sourcefn get_right_footstep_position(self) -> Vector3
fn get_right_footstep_position(self) -> Vector3
get_rightFootstepPosition() overload
Sourcefn get_left_footstep_rotation(self) -> Quaternion
fn get_left_footstep_rotation(self) -> Quaternion
get_leftFootstepRotation() overload
Sourcefn get_right_footstep_rotation(self) -> Quaternion
fn get_right_footstep_rotation(self) -> Quaternion
get_rightFootstepRotation() overload
Sourcefn step_blocked(
self,
from_position: impl Into<Vector3>,
to_position: impl Into<Vector3>,
root_position: impl Into<Vector3>,
) -> bool
fn step_blocked( self, from_position: impl Into<Vector3>, to_position: impl Into<Vector3>, root_position: impl Into<Vector3>, ) -> bool
StepBlocked(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.
Implementors§
impl<__T: IIKSolverVR_Locomotion> IIKSolverVR_LocomotionMethods for __T
root_motion-final_ik-iksolvervr only.